| Weapon |
Heavy hand (knuckle dusters, etc.)
1D6 DAMAGE |
|---|---|
| Skin | Woodburned pattern |
| Tags |
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around.
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function. |
Generate weapons
| Weapon |
Heavy misc. (e.g. railgun, laser)
1D6+2 DAMAGE |
|---|---|
| Skin | Oxidized copper |
| Tags |
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. |
| Weapon |
Pistol
1D6 DAMAGE |
|---|---|
| Skin | Jungle camo |
| Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
INCENDIARY
When damage is dealt, this weapon also deals 2 DAMAGE to anything within fire- spreading range. Deals double DAMAGE to plants.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function. |
| Weapon |
FUBAR blaster
2D6 DAMAGE |
|---|---|
| Skin | Striped hazard tape |
| Tags |
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.) |
| Weapon |
Ultra-shotgun
2D6 DAMAGE |
|---|---|
| Skin | Looks like a toy |
| Tags |
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function. |
| Weapon |
Pump-action shotgun
1D6+1 DAMAGE |
|---|---|
| Skin | Cartoon stickers |
| Tags |
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth. |
| Weapon |
Pump-action shotgun
1D6+1 DAMAGE |
|---|---|
| Skin | Painful to look at |
| Tags |
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion. |
| Weapon |
Sniper rifle
1D6+2 DAMAGE |
|---|---|
| Skin | CV dazzle |
| Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
BANE
Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion. |
| Weapon |
Submachine Gun
1D6 DAMAGE |
|---|---|
| Skin | Gray plastic |
| Tags |
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. |
| Weapon |
Rocker launcher
1D6+2 DAMAGE |
|---|---|
| Skin | Cherry blossoms |
| Tags |
SHREDDER
Deals double DAMAGE to exposed flesh. On critical hits, decreases the target’s ARMOR by 1.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
EXPERIMENTAL
When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref). |